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Display all usable beatmaps in playlist, including protected
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parent
632f333ce2
commit
49b88971d1
@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Bindings;
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@ -71,7 +72,7 @@ namespace osu.Game.Overlays
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managerRemoved = beatmaps.ItemRemoved.GetBoundCopy();
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managerRemoved = beatmaps.ItemRemoved.GetBoundCopy();
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managerRemoved.BindValueChanged(beatmapRemoved);
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managerRemoved.BindValueChanged(beatmapRemoved);
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beatmapSets.AddRange(beatmaps.GetAllUsableBeatmapSets(IncludedDetails.Minimal).OrderBy(_ => RNG.Next()));
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beatmapSets.AddRange(beatmaps.GetAllUsableBeatmapSets(IncludedDetails.Minimal, true).OrderBy(_ => RNG.Next()));
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}
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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@ -135,6 +136,7 @@ namespace osu.Game.Overlays
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/// <summary>
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/// <summary>
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/// Start playing the current track (if not already playing).
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/// Start playing the current track (if not already playing).
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/// Will select the next valid track if the current track is null or <see cref="TrackVirtual"/>.
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/// </summary>
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/// </summary>
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/// <returns>Whether the operation was successful.</returns>
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/// <returns>Whether the operation was successful.</returns>
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public bool Play(bool restart = false)
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public bool Play(bool restart = false)
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@ -143,12 +145,12 @@ namespace osu.Game.Overlays
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IsUserPaused = false;
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IsUserPaused = false;
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if (track == null)
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if (track == null || track is TrackVirtual)
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{
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{
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if (beatmap.Disabled)
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if (beatmap.Disabled)
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return false;
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return false;
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next(true);
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next();
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return true;
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return true;
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}
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}
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@ -228,9 +230,8 @@ namespace osu.Game.Overlays
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/// </summary>
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/// </summary>
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public void NextTrack() => Schedule(() => next());
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public void NextTrack() => Schedule(() => next());
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private bool next(bool instant = false)
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private bool next()
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{
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{
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if (!instant)
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queuedDirection = TrackChangeDirection.Next;
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queuedDirection = TrackChangeDirection.Next;
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var playable = BeatmapSets.SkipWhile(i => i.ID != current.BeatmapSetInfo.ID).ElementAtOrDefault(1) ?? BeatmapSets.FirstOrDefault();
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var playable = BeatmapSets.SkipWhile(i => i.ID != current.BeatmapSetInfo.ID).ElementAtOrDefault(1) ?? BeatmapSets.FirstOrDefault();
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